Ultimate Dibs

Publisher: Skybound Tabletop

Clarence Simpson 26  

Triangle


2-10

15-45 minutes

10+

In Ultimate Dibs, you and your team will race to score some of the best things out there!

The play space is a field made up by a 4 x 4 grid of categories things may belong to.

On your team's turn, one representative will name a thing and then secure different categories one at a time by calling dibs on them if their thing belongs in that a category. If no one objects, the representative will discard the card, place a token on the space in their color, and move on to explain how the thing ALSO fits into another category, calling further dibs. The dibs calling repeats until they are done or they are challenged.

The opposing team may challenge any dibs that stretches the definition of a category. If an agreement can’t be reached, all players vote on whether the active team is correct or not. If the vote is in favor of the active team, their dibs is upheld in that space and may move forward with any further dibs they have. However, If the vote swings toward the contesting team, the active team is done calling dibs and a penalty is placed on them for trying to pull a fast one.

At the end of a team's turn, any blank spaces are refilled with new category cards and the active team switches. Each member of your team must act as representative before having a second turn.

When calling dibs on an empty space, you’ll simply place a token of your team’s color on that space. If the opposing team already has a token on that space, you’ll instead flip the token over to your team’s color. If your team successfully calls dibs on a card that already had a token of your color on it, you may flip that card to its LOCKED face-down side instead of discarding it. That space is your teams for the rest of the game and may not be contested.

When a team manages to get 3 locked spaces in a row (orthogonal or diagonal) they have claimed THE ULTIMATE DIBS and have won the game!

—description from the publisher